Burningpet

Burningpet

Joined Member # 3752993
0 Posts 78 Replies 126 Reputation

I liked the semi objective methoed of judging the icons, although, the context here is also important, had you said those were all reources in a turn based strategy game, would people still recognise the gem as an arrow? or the ingot as a button? i am not sure. non the less, it is still important to make it as easiest as possible to recognise them in glance without forcing the player to make mental connections. the reason why i went with such a method is because it is one of the

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heres a first set of icons, tell me if that style suits you. they are much more simplified than EFS icons style, which are basically shrinked semi realistic paintings. if you rather have the icons more of the style of EFS, i can take a shot at that also. [IMG]http://i113.photobucket.com/albums/n229/benkashmir/icons.jpg[/IMG]

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the ghosts look much better with the fading out. really good. something that i have no idea how i havent noticed till now: there seem to be a red overlay on top of all the alien ships, while its ok in most of the aliens, it really "kills" the new kazi, as i made it with orange spots to try and convey as if it has a giant fireball inside of it, its also flattening the ship because some of the subtle shade is in a diffrent hue.

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the new kamikazi ship [IMG]http://i113.photobucket.com/albums/n229/benkashmir/newkazi.png[/IMG] the old one [IMG]http://i113.photobucket.com/albums/n229/benkashmir/fangkazi.png[/IMG]

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thank you louist! ok, after testing again, heres what i found. strafing and rotating does work and result in an arc movement. i actually looked at it the wrong way as i tried to move forward and strafe to from a diagonal movement, which fails. btw, hitting ctrl while rotating will stick the rotation order even long after you left the key. infact, the only way to retain control of the ship is to hit the same direction key again, is that intentional? i am going t

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oh, ok, they didnt show in the small map. btw, if they doesnt show, maybe make the defiant available from start in the small map? oh, they still contacted me in sector 1. i was using the mako.

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zigzag, i totally agree, as minimal as possible is the best, the thing is: i think, and i am pretty sure tourresh will agree, that this is the minimal as possible regarding the fact that each of the elements in this screen are essential and correlate with eachother so it will not help to seperate them into popups, as it canl only cluster the actuall game screen. this way tourresh can sort the mess in a seperate screen and have much more control. tourresh - the questions

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ok, just tested it. this is weird, in the first run, easy mode, there wasent any aliens in sector 4, not enemies nor frenlees. the second run, there wasent much i could do. i spawned 4 def drones, bombed the shit out of the wraths and shot them rapidly, but still, they managed to kill the frenlees. now, i think its ok to make it abit hard and keep the option of failing, but i was cheating and still managed to fail that. ghost aliens are god damn annoying, which i love. o

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With this level of complex, the first source you need to research into are websites design. the web design field, although relatively new, has reached a good understanding of how to arrange mass quantity of info on the screen. that being said, my example starts to follow this method. but, and its a big but, i really didnt research or took as too long to think the overall design, so it is still very far from becoming at the level of being a good mass info screen. what i did was se

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seems like something is buggy here, the last posts i made doesnt show on the forum, i can see them here, just wondering if anyone can also see them. (its a bunch of double posts and the original one featuring feedback and another painting.)

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uhhhh the repair ship! this is really wasent what i had in mind, but its good non the less, even better. i thought the repair ship will cruise along with you and slowly repair the ships next to it, like at 2 health per second, but this way its really nice to leave something back "home". will it be possible to make it constantly patrol the buildings and get to hide at sight of an enemy? as i saw that repair ship that stayed back home, a thought came to my mind, a 5th

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those updates are great. the defiant is good, maybe just alittle too strong as its only 1 damage point below the escort and 250 health points more. a few things - sometimes, have no idea when or why, the ships formations get scrambeled, meaning, i ordered the defiance to go front and after a few battles it set to the back. as of now, the ships move along an invisible circle around the ship as i understand, but what happens is that when you move forward, they move in almos

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this is great! the EMP has a great effect to it and i too dont think its that too strong, only that the dreadnought got both canon and missile, which does render it abit strong. is it possible to convey a cooldown bar or an icon for it somewhere? the Formation editor could use an interface icon, no need to search the factory for it. there is this thing where you cant place a ship on a diffrent type existing ship slot, not that important, but having the ships swap when doing so ca

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oh, this is not that big so there's no need to make them, there are many larger in pixel right here: http://www.google.co.il/images?hl=en&q=nebula&rlz=1I7GZAZ_en-GB&um=1&ie=UTF-8&source=og&

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what pixel dimension you require those so they'd appear non pixelated/stretched? if there were, how will bigger files affect the game size/performance issues? i am asking, as those are pretty easy to fake in photoshop.

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1 - whats the starfields? 2 - well, the sole intention is to force the player to spread out and think where he wants to pour his money, both in the sectors themselves and in the universe as a whole. so pretty much yeah, as an example, a certain sector may contain 4 metal astroids that are very close to the star while another may contain 6 spread out ones. right now, how's the game is being played, meaning linear route of expansion, this is really not important because no matter w

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1 - as for the sectors.. well, thats the suggestion - keeping the zoomed out better graphical scale (as in, doesnt feel like your poking your nose in the ships) while having the extra exploration element. not the most important, but will certinally help in removing the notion that the sectors are mere battle arenas. 2 - zones out in space. astroids for the miners, this way each sector could have its own limitation and therefor its tactical importance. 3 - interface wise :),sor

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looking good. i really like the zoomed out mode. and i also like the fact that you cant see the entire sector and therefore have to explore it. it adds the mystery factor in. will it be possible to make the sectors large enough so you could explore in the zoomed out mode? as right now the ships and buildings related to the screen scale in it is good. about logistics that control the number of buildings, i think it can be nice, but a more expansion approach is better, since the sc

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an attempt at the alien nest, [IMG]http://i113.photobucket.com/albums/n229/benkashmir/aliennest.png[/IMG] how's it updating?

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